Hail Of Bombs by tinyworlds 2013-08-27T22:03:00
It's a nicely skinned wack-a-mole, but I would have liked to have seen a few more ideas in there. Audio was nice.
Foon → Ludum Dare Explorer → Users → Reverend Speed
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Guidance | jam | 768 | 2.28 | 2.19 | 2.77 | 2.20 | 1.45 | 1.21 | 1.33 | 1.64 | 57 | |
| 2013 | 28 | You Only Get One | The Visible Hand | jam | 410 | 2.74 | 2.73 | 2.46 | 2.36 | 3.23 | 1.81 | 3.08 | 51 | ||
| 2013 | 27 | 10 Seconds | Approaching Ten | jam | 526 | 2.54 | 1.91 | 2.88 | 2.15 | 3.78 | 1.65 | 1.60 | 3.09 | 66 |
It's a nicely skinned wack-a-mole, but I would have liked to have seen a few more ideas in there. Audio was nice.
Holy-- is this really what's happening in fast food kitchens? Hilarious, beautiful, fun, mischievous! Nice progression between levels. An excellent entry!
Sadly, wasn't able to run this (possibly because I'm running Windows XP?). Looks great though - well done Ritzblues783!
Looks beautiful and moody and I love that you've incorporated dodging into this kinda game and... it breaks my heart that my computer crashes every time I try to load the game. Please let me know if you guys are releasing a later version - I'd be delighted to provide you with some details on my machine.
Gah. Is there an e-mail address or private messaging system on this site or that you'd prefer me to use to provide system information, Gabriel? I'll keep my eye on this page in case you want to point me towards something...
GAHHH. A game of red herrings, despite a fun theme, is not a fun game. Can now reliably defuse the bomb, though I'm unsure how the solution is supposed to be logical ('genius'?) or enjoyable or even interesting. Not even sure how this game fits the theme of ten seconds... BEAUTIFUL setting, however, with very attractive graphics and animation - fast scene setting, very atmospheric. Sound is great too.
Sadly, couldn't get this to run. "Error creating process (Forest Edge.exe location). Reason: Access is denied." Looks interesting, though!
Amusing, thoughtful game. Minesweeper with people. Great theme - with a little more work (polish, settings) this could really be something great!
Interesting idea! Look forward to trying it on Windows!
Interesting idea, but frustrating execution - fails the Super Meatboy standard of difficulty without frustration. That said, looks and sounds good. If there was a better difficulty curve or a way to preview the map, I'd be very interested in playing this.
Beautiful. Simple. Thoughtful. Engaging. Original. Fantastic work, folks, will be back here soon to finish this game. My only criticism is that it could do with a little more personality - some kind of break or reward for solving puzzles. It's hardly a problem for work made in 48 hours, though! Congrats!
Quick question - any chance you could point me towards information on locking and hiding the cursor while in Unity Webplayer?
Again, great work!
Great entry! A simple, original, twist on maze mechanics married to beautiful execution and a very attractive aesthetic! Obviously this could be expanded - but why? It's a perfectly formed little game, built to serve the theme. My only issue with it is that it's a little easy to game the system and strategically identify barriers where it's faster just to bust through than to navigate around. Otherwise, splendid work!
Simple game, but fun! Loved the hand-written notes and cheeky humour! If you could keep up the twists with this, you could probably produce a much longer game...!
Oh, also - quick question Flod, any chance you could point me towards information on hiding/capturing the cursor in the Unity Webplayer? I can't seem to get that working for my own games... Many thanks!
Had a little fun clearing the level of turrets. Could do with some feedback on bullet hits (hit particles, enemies flashing etc) and it's not immediately clear why your turret doesn't seem to follow the mouse (eventually you figure out the turret only points north, south, east or west and you have to move the mouse to that position relative to the tank to make the turret move). Not sure I understand exactly how you intended the 10 seconds of gun time thing to work - repeatedly tapping the fire button seemed to let me kill effectively without worrying about any limits. I dig the camera position, I dig the colorful nature of the game and I'd like to see more.
Clever AND scary! Turn-based-horror is a brilliant idea, and this is a lovely way to execute it in a few days! Nicely done!
Loved the art, loved the sound, found the jumping awkward but fine for a 48 hour entry! Level designs look interesting - would like to see this developed further!
This I liked! The design is extremely simple, but the level designs support it perfectly. Fun eighties/nineties THE INTERNET theme for graphics and audio. Would love to see this developed further... at the moment it's a very fast run to the endgame...!
That's a lot of work to make in three days! Great atmosphere, and a lovely sense of exploration. The grunge/noise effects are awesome too! Could do with a better payoff, however...!
Strong atmosphere, great use of simple assets. Would love to see more of this kinda game - photographic elements in three-dimensional space! Though next time, consider giving us a clue or two at the start - trails on the ground? Anything to introduce us to the navigation element... you can always taper off the clues later.
Really liked this! It's a simple idea, but there's enough going on to keep me involved. Beautiful art, by the way! A great package!
Pretty! And pretty funny too! Nice work for three days, guys! More!
This is probably one of my favourites in the jam. My only problem was finding out how to climb and descend the stairs! Great use of the theme, some solid detection mechanics and the fact that it's randomly generated makes it soo replayable! Fantastic work guys!
Lovely! Simple but beautiful graphics, amusing theme, entertaining dialogue. Great work!
Really liked this, but could have done with restart checkpoints and perhaps some way to see a little into the future or read people's intentions (maybe the checkpoints could have covered this!). Looks and sounds fantastic... I giggled lots playing this. =)
Idea is obvious in retrospect! Had a lot of fun reacting to random input, but then suddenly died upon receiving the reflecting weapon. Which,I guess, is fair enough. Good work!
LOVED the look of this, thought the idea was brilliant but... very little feedback, on performance, that I could see. Now, hey, sometime's that's a challenge in real life, but games could do with a more obvious difficulty curve. =)
Man. That drool. The writhing. It's hilarious and repugnant and strangely arousing. Great work!
Love the art - really think this style is coming into fashion now. Sound effects are effective and I loved the approach of night with the changes in lighting. Gameplay is a little limp, but I could see it becoming a lot of fun with a couple of modifiers (multipliers, etc). Nice work!
Gahh, another game I can't play. I get the error message, "10secs.exe is not a valid Win32 application". Could this be because I'm on Windows XP?
Audio is great - could have done with an indication where the portal was, however, allowing me to chase it down! Jumping was a little imprecise - had no sense of really being in control.
Fun, looks good, but you'll quickly tire of it. Background music is nice and the 'acting' is amusing. Could have done with a little more feedback on the interactions - screen shake and blood (or hit particles?). Again, the art is very pretty.
Loved it. Great use of the theme, original gameplay, easy to pick up and play. Looks great, sound great. Yeah, there's problems with the turning circle and the way the UFOs obscure your vision, but these are very minor problems.
Love Unity Gems, by the way!
That was entertaining - was all psyched up for a Saw-like experience. Thanks for upsetting my expectations! Really liked your animation for getting off the bench - how did you do that? (I have ideas, but exactly...?) Thought the fishing hut was entertaining! Did you use a non-standard fps controller? More! I demand more!
Thanks folks. Tired out of my mind. This is the work of one guy, though, worth mentioning that. =)
Judgening tomorrow! (So tired)
--Rev
@Lidfrid & Mental Atrophy:
Unfortunately, I managed to get everything in here but the gameplay - probably a lesson could be learned from this. If you've managed to get the green messages, that's it - there's nothing more to find. Sorry!
@iiechapman & Ritzblues783: Believe me, I wish there was more here too. Glad you liked the look of the game, though. Will take note about hotspots onboard!
@Alexander: Thanks Alex! If there's enough interest, I'll try and finish this. There isn't much more to do, tbh - most of the art content required is done now.
Thanks for trying the game, folks! Anybody spot the connection to the 10-Second theme?
--Rev
Many thanks to Yellow, NachoDA, dudsen and Gabriel! I'm up for criticism, but the compliments definitely make me feel the time wasn't wasted. =D
@Yellow & dudsen - The number of Windows and the timer were dictated by the theme. I think if I continue this I'll probably ditch the timer (or find some way to retain it, but not in it's present form) ... but I rather like the window layout. I was intending on making the vertical window act as a close-up or new angle on items in the world - perhaps changing position when the player rolled over a hotspot or performed an action.
@NachoDA - Thanks for the compliment, right back atcha! =)
@Gabriel - I dig all your comments! Think you might have enjoyed the little story that went along with the project. Re. graphics, loved the look of Super Fair Trial Show, so high praise from you! Thanks!
--Rev
My apologies to the Linux players out there! I had been under the impression that the webplayer would work for Linux machines and having been corrected on this point by Rick Hoppmann have swiftly crafted a player just for you! Sorry 'bout the delay. =[
@Rick - thanks dude! Will be in touch!
@Martin_Monosys - It's pretty! Pff, all this gameplay stuff is overrated, anyhow. It'll never catch on. =) Thanks for the comment, appreciated.
@ddionisio - Thank you for your compliments! I do think there's something worthwhile exploring in this project post LD.
I dun rote a Postmorterem! http://www.ludumdare.com/compo/2013/08/29/postmortem-for-approaching-ten/ EXPERIENCE IT WITH YOUR EYES!
@Rick Hoppmann - Rather like Ubuntu, actually. Don't have it on my machine at the moment, though.
Regards approach, I agree with you in principle. Sadly, this project was mostly delayed by my lack of enthusiasm for the idea I'd chosen - mai own fault entaierly.
Well, next time. We can only hope. =)
@BlackBulletIV - Thank you. I'll cop to the lack of gameplay and audio, but I think I got fairly close to the theme. The screens and control shift every 3.333 seconds, so completely cycling through the characters takes something very close to ten seconds.
Thanks Nezzhil! Just seen your project and LOVED it - a similar attempt to fill a little scene with life and story (except you succeeded!).
Fun! I like typing games. While the lack of words or coherent sentences could be seen as a drawback in similar games, here it just adds to the desperation. I would have liked some sense of progression as I got through each security level, but perhaps in a later version...? Thought the music and sound effects were excellent, really added to the mood.
Fun idea, crippled by controls and a difficulty curve that's more like a brick wall. Would have preferred something like this but with multiple levels - each day having more and more things to collect from around the house. Could also have done with more generous hotspots...!
Moody, tense, amusing, depressing and educational, all at the same time. Looks great, sounds great - though I found the timer jussst a little short, but whatcha gunna do? Nice work!
Wait, there were light calls? =) Enjoyed this game, something of a trial-and-error experience, but nicely atmospheric graphics add to the experience. With some more work I think you could have something here!
Hate kittens. Game is approchable, but quickly lost interest.
That was fun! Nicely designed levels, liked the music at the end.
Interesting game but limited game, a little confusing to learn (had to look up the youtube tutorial). Audio is good, fitting with the grungy industrial graphics. Good fit for the theme!
Ingenious. Such a simple idea, with so much scope and imagination. Love it. A prime example of the kind of thing that videogames thrive on. Needs polish and playtesting, yup, but absolutely want to see more of this.
Congrats on finishing the LD! I think the idea could be really fun if you pushed the ridiculous factor a little more - make this kinda like the automobile equivalent of PAIN (for PS3, I think?) crossed with Neighbours From Hell or something... Nudge cars into roads to block rival parkers, smash through expensive crystal statues, have to park on top of the Statue of Liberty (and in order to do this, you have to parachute from the back of a cargo plane and bash other falling cars out of the way, etc...).
Which is all to say, liked the idea - now really go places with it!
EEK.
Love the 'lighting', love the fact that Emily gets faster. With sound - music, effects... some safe areas, etc, I could totally get into this. More! MORE!
Also - the death screen is fun! Oh, so THAT'S what Emily looks like.
Fun little game - though I found it a little tough? =) Could have used the navmesh system, as I found more than a few of the aliens got caught on the scenery. Some secondary means of recovering the arrow might be nice - an ai helper that runs out and tries to grab it and bring it back, perhaps. Nonetheless, great work!
Looks lovely, but I'm confused by the mechanics. I wasn't sure if the particle effect from the Elf was meant to be an aiming guide (if so, it's unhelpful!). Nice, restful music, however - good work for three days!
Fun! Killed lots of children. Mechanic is simple, but effective - good choice for a 2-day jam! Art is professional and has a lot of character. Music and sound effects are great - and while the commentary at the end can be a little grating, it certainly has personality. =) Great work!
Lovely Warioware clone, cute abuse of the theme. =) Lots of games and systems made in the three days - great work!
Entirely confused. Possibly worth keeping the controls on-screen for a while - especially worth pointing out the mouse controls. Perhaps you could let the players get used to how to get around - and maaan, that ship could be easier to turn about...!
Very, very pretty though. Lots of lovely lensflare and the music is suitably atmospheric.
It's certainly an interesting gimmick, but as mactinite said, it turns into a game of die, memorise, repeat. Perhaps there could be other penalties for hitting spikes than just dying - maybe you could get changed into an earlier state, perhaps. Now you can't fly, etc...
Great work for 48 hours, especially if that was your first go at Unity! =) Otherwise, will refer you to the comment from 'thatwhichis'...!
Very promising! More! MORE! It's a great idea to make a game out of a Mexican standoff. Include flashbacks if you want the full Tarantino. =)
This. This is my favorite so far. Beautiful, cleanly executed expression of orbital and launch mechanics as puzzle game. So cool. Splendid work!
Awesome instructions are awesome. Those ducks are clearly assholes.
Sound effects are well-made and appropriate, music is FANTASTIC, lots of lovely graphical sugar though I noticed the boarders of the inventory seemed a little bare. The game kept me clicking for a good while but... honestly, jesus, I couldn't give two fucks about these sorts of games. BUT! It looks like a really well-made version of this sort of game within the three days! Well done! =)
Beautiful, clever reworking of Simon. Totally fits the theme! Would love to see more of this - very talented work!
Thanks for testing the game out, folks! I'm a little disappointed that the level design doesn't effectively expose what's cool about the game, but I only had a few hours at the end to make the environment. Ah well - definitely taking this forward!
Really, really liked this! Gameplay is simple, but fun and the music and sound effects perfectly support the idea. I even like having to push my way through the crowds. =) More! Better graphics! I think you have a winner on your hands, here!
Great use of the titular scream! =D Solid little escape-the-room - with lots of fatal consequences! Love the art, accompanied with a very warm and welcoming palette! Nice work for three days!
Liked the concept, could certainly do with seeing more of that - it's a lovely twist on the endless runner! Controls could do with some refinement. I'd really prefer to have the game instantly reset near a challenge instead of having to wait a few seconds as we travel to the first crusher. More! (Oh, and nice work on the sound and presentation. The text effect is a nice touch...!)
Super-great idea. Loved this - exciting, tense, scary, thoughtful, strategic. I found the sound effects a little grating and it seemed a little tricky to lead the opponents in order to hit 'em, but otherwise this is gold. Great entry, well done!
a) The Thing, great inspiration. b) Nice tools, very adventure-gamey, cool to see in Unity. c) Could have done with a prompt to indicate I could click on the characters without shooting 'em! Got through most of my time before I clicked on a character - and even then I thought I was going to shoot him! d)More brevity in the dialogue next time - or let me skip through the text! Nice work for three days of creation!
Great music, FANTASTIC art - really love the pixel art/3d fusion, great work there. The lock was functional, nice gating mechanic in conjunction with the timer. Monsters were very pretty, not that satisfying to fight, however - could have done with sounds and feedback on being shot (indeed, could have done with bullets!). Excellent work for three days!
Sad, interesting game. Music is lovely, though it repeats a bit. Could do with a little more feedback on selecting options - wasn't sure my clicks were registering.
Er...
...is it a little strange that the lesson I took from this was to go hyper-capitalist and let my family die immediately in order to max out my access to food, education and medicine?
Might be worth emphasising the importance of family in small communities like this. Or not? Food for thought.
Lovely little game - great use of basic art assets! Controls are a little awkward, but it's a great feat to fit so much on a basic mouse! Loved the creature designs and the variety of movement/attacks. Great work!
Great audio choices - crisp gunshots and opera! I enjoyed having to complete the areas under a time limit - it's a nice, pure challenge, requiring memorisation and route optimisation. Easy to pick up and learn. Could do with some more movement options, maybe, but otherwise nice work!
Gave that a shot - really interesting idea, but I found it very hard to relate where I was standing to the map. Perhaps it might help to put the map on a hud? The looping static sound really began to get on my nerves after a while... Still, nice work for the jam!
Huh. No idea why this is called Asylum. There seem to be no clues to aid in escaping and looking at the solution seems to suggest the appropriate route is entirely random. Some nice work with the doors and mixing up the rooms but I'm not sure where you're going with the shaders and wallpaper. Nonetheless - that's a fair amount of content to make for three days! Nice job. =)
Yay for particle effects! Really loved the design of your 3D models. Very classy! Sneaky way of avoiding opening a door, but I can dig it. =) Would love to see more of it (although with slightly clearer voice samples...!).
Pretty, stylish, fast-moving. I could see this being a lot of fun with some sound effects and goals. Great work!
Fun unpretentious space shooter! Lots of lovely fizzing particle effects. I appreciate the effort you went to with the shop - though I could really have done with more value for my in-game money. =) Great work!
Learning the controls took a bit of work, even after I'd found the instructions! =) But I really appreciate the humour of the game - the Thus Spake Zarathustra (Sunrise) bit on piano was excellent. Also appreciate your work on the parallax! Tuning the engines was pretty fun once I figured out what I was supposed to be doing, but I ran into increasingly serious issues where the planet I clicked on didn't end up being the planet I wanted to go to - which prevented me from finishing the game. Annoying - I was three planets away from the end. Still, great job for two days!
Really nice use of particles, some great parallax (really see the Ripple Dot Zero elements there). Tough! Nice work. =)
Looks beautiful - excellent pixel art, particle effects, glows... Gorgeous work. The music is gentle, ambient. A great little game for a jam!
Looks beautiful (really unique approach), effective music and an interesting gameplay take on the theme! Found the controls a little tricky when trying to get all three animals past the boulder, but it's a really good idea overall, with solid execution. Great work!
Hey folks! Man. Excuses time. So I started half-way through the second day and barely managed to finish the systems with ten minutes to go - leaving just enough time for two levels and a congratulations.
POOR TIMEKEEPING! Honestly, I'm amazed this took so long to make... But looking back on it, it's a fairly complicated program to make (though the actual game design is simple as pie).
The two levels were intended as my tutorial levels - demonstrating the mechanics before I got into anything more complicated.
I had about eight levels of increasing difficulty planned (indeed, at the beginning of the project I thought they might be procedurally generated - but no time, no time!). I also wanted to work on the incredibly crappy hud and graphics but, as I say, the clock was against me.
No 3D models. No textures. No lighting. Sigh. Depressing.
Slightly worried at how slowly things came together. There's a lot of states, passing information between states, transferring paths between locations and level information going on behind the scenes and it all just took forever. It's really complicated behind the scenes (at least, to me!) but that means very little when there's nothing for you to play.
Gratz to Shoddy for the title screen! I don't think either of us expected it to make it to the final submission, but I was grateful to have a front end for the game! And it really captures the intended mood. =)
@elkiwydev: I'm not entirely sure what you mean by 'replay' graphics all in game? If you're asking why the follower is in perspective mode... well, I intended changing the cameras up for the Follower, with lots of lighting effects. Alas...
@Sojabird: Glad you like the concept! I am also sad it is short. :(
@Carrier Signal: I agree! I'd like to do more with this. I've got lots of places to take it, but I'm trying to focus on another short game right now. I think I'll go back to Guidance after that...
@Robotic: The Follower can be lost on any of the included levels by simply not reaching the goal! My intention was to make the Follower stage really dark - so if the Guide's instructions / route makes no sense, the Follower would give up.
@CptDustmite: Glad you liked the idea. Agree with you on polish. I think I could make this look really good, but found absolutely ZERO time for aesthetics, to my regret. I mean, jesus, the font is still Arial.
@gnuwind: Thanks for the compliment. =)
@Ponywolf and nerd burglars: Thanks, folks. Execution needs work? Execution needs to be shot in the face, but at least it communicates the basics of what's going on. =) I'm up for taking tips on time management, but I really just need to be able to tell what work is going to take a lot of time... This has proven most educational. MOST EDUCATIONAL. *rubs hands together*
@Skyfish - Glad you liked it! Definitely interested in developing this further.
@Mekuri: I'm sorry too! And I do appreciate the double-play. Thanks. =) Seriously thinking of shoving other game work to the side for a few days to give this a content & polish pass. The Follower says thanks, Mekuri!
@KhaoTom: Cheers man! As far as working faster, well, one hopes too. I could have sworn this was going to be a fast, straight-forward game. See you next time, man. =)
@Tanser & Satyre: Many thanks, folks. Yeah, it's surely lacking in content, but glad you could appreciate the idea.
@Tanser: Cheers - thanks for understanding. =)
@mrexcessive: Thanks! More stuff needed - believe me, I know. Appreciate the comment!
@Tosic: Much obliged! I also think I should expand it - but I'm not going to make it as hard as your game! =) Thanks for the comment!
Art is beautiful and the sound is atmospheric. Animation is solid, but limited - our heroine's sword swing is a little circular. =) Jumping is predictable, which is great - was able to move with confidence. Thought the enemies were nicely enigmatic, but they (and your attacks) could REALLY have done with some sound effects. Points for a female lead in the game! Great work for three days!
As a carnivorous capitalist automobile journalist, I give this game two thumbs up, way up! I like how you interpreted the theme, I dig the graphics and even the looping music (though the looping grated after a bit). While I don't think it's an especially convincing game, it's a great result for three days work and I'd love to see another, with more refinement!
Lovely little game to play with a friend! Looks great. I enjoy the strategic elements as well. Great work for the Jam!
I'll quote Fumiko, "The Art is nice, the difficulty is horror. :D " =) Lovely art and sound, punishing gameplay - but it's a great idea! With a smoother difficulty curve (and a slightly better introduction to the concepts), I could definitely play more. Great work for three days!
Platform switching is GREAT, but could do with some tuning - far too easy to find myself in a horrible situation. =) Gameplay is fun, music is nice, sound effects are effective! Nice work for the compo - you got a LOT done!
REALLY love the self-assembling enemies and the enemy patterns are fun. Would love to see more of this!
FanTASTIC game, great use of theme, very servicable graphics, helpful sound, really solid gameplay. Had a lot of fun with this, would recommend to a friend. =) Superb work for 48 hours!
Makes Dark Souls look like Candy Crush Saga! Enjoyed the music and the sheer amount of stuff you put into this! Physics materials, teleports, animation, rotations - there's a heckuva lot here for three days! Couldn't get past the same area as reecpj, but I'd like to see some more... just reduce the difficulty a little bit, for us mere mortals. =) And as Caranha says, Unity can create builds for most popular computer computer types. Also, if you have Dropbox, you can build a webplayer version of your game, then put it into the Dropbox 'Public' folder and allow people to play your game online! Great work!
The music is excellent and the art style has a charm all of its own! Had a lot of fun with this. =)
Solid idea - like playing Elizabeth in Bioshock Infinite! A little concerned that I'd be playing the game on a tiny postage-stamped window on my monitor, but the puzzles are engaging enough to overcome that issue. =) Music was kinda nice at first, but eventually became a looping nightmare - finished the game before I had to start hunting for sound options, thankfully. REEEEALLY nice work for one developer over two days! Would be up for seeing more!
Splendid game, a single clean idea! Sounds great, looks great, thematically solid, plays with a sliiiightly harsher curve than I'd prefer, but overall a superb example of a 48 hour game!
GREAT music, really cool art - a simple combat platformer, and all the better for it. Nice work! (Regards wanting to do more content once you've got the main game working, I knows that feel)
I had no idea I had to do so much to get born! My parents didn't give me enough credit. An elegant design, with appealing visuals! Great work for two days!
SO NICE. The particles, the fragmenting enemies, the visual demonstration of 'lives' and 'shields', the way that your tail emphasises a slow-mo dodge of a giant boulder, the chunky precisionist art style, the enigmatic malevolence of the enemies, the music and the music changes to alert players of state changes... Really, really good.
And then my character disappeared and the background went blue and... I guess I'd won? =)
Really curious to know if you used depth of field or just faked it with blurring your foreground elements in an image editor. Great work, either way. =D
Just watched the video. BRILLIANT idea. Looks beautiful, sounds awesome (especially the change between worlds!). Great work, ponywolf!
Got the good ending! Great accomplishment for the jam - a nice, simple adventure. Great work!
OH GOD IT'S THE NINETIES AGAIN. Reversed controls! Flashing coloured raves! But the alien is really adorable (the squeak as he/she/it/they dies!), the intro is fantastic, and the platforming is fun. Great music too! Nice work for the jam!
The graphics are nice and the story is atmospheric. It's more like a cutscene than a game, but it's nice work for the Jam!
GREAT idea, but it really needs outlines around the enemies when you're holding down a colour button. You should develop this further!
Attractive drug wars game. I really liked the theme, though the gameplay instructions could be clearer.
Nice prose, great music, beautiful illustrations. AND the ability to stop the text from scanning, instead printing in one block! What more could you ask for? Great work for the Jam! =)
Interesting toy - love your shader effects (or maybe they're particles?). Music was very soothing.
An interesting beginning! It's a little like a 4x space game with a linear story - I could see myself whiling away an evening playing a larger version of this.
FUN! STYLISH! AMUSING! Really great work for three people in three days!
Looks great, solid animation, great music, great atmosphere! Platform collision is erratic, so couldn't play far into it. Perhaps the work done on speeding up the game also messed up some of the gameplay? Still, great work for 48 hours! (Intro, dialogue, art, gameplay in 48 hours - awesome!)